FightProc.php 50 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗模块
  5. * @author c'y'zhao
  6. */
  7. class FightProc {
  8. public const TowerGateId = 940011999;
  9. /**
  10. * 逻辑分发
  11. * 所有的Proc中必须有这样一个方法
  12. * @param Req $req
  13. */
  14. public static function procMain($req) {
  15. switch ($req->cmd) {
  16. case CmdCode::fight_settle: # 6801 主线战斗结算
  17. return FightProc::Settle();
  18. case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
  19. return FightProc::PassGateTsPrizeReceive();
  20. case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
  21. return FightProc::SelectGate();
  22. case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
  23. return FightProc::GateChallengeRewards();
  24. case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
  25. return FightProc::ReliveCost();
  26. case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
  27. return FightProc::PlotSav();
  28. case CmdCode::fight_sweep: # 6807 主线扫荡
  29. return FightProc::FightSweep();
  30. case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
  31. return self::StartFight();
  32. case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
  33. return self::TowerRefreshSkills();
  34. case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
  35. return self::TowerUpdateLockskillList();
  36. case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
  37. return self::GetRankInfo();
  38. case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
  39. return self::GetUidEquipInfo_Rank();
  40. case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
  41. return self::GetmainGate_RankRewardInfo();
  42. case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
  43. return self::GetFightPower_RankRewardInfo();
  44. case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
  45. return self::ReceiveRankReward_MainGate();
  46. case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
  47. return self::ReceiveRankReward_FightPower();
  48. case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
  49. return self::IsExistRankReward();
  50. case CmdCode::fight_evolveUnlock: # 6818 启灵解锁
  51. return self::EvolveUnlock();
  52. case CmdCode::fight_MainTZPass: # 6819 主线挑战--通关
  53. return self::MainTZPass();
  54. case CmdCode::fight_MainTZGetReward: # 6820 主线挑战--领取奖励
  55. return self::MainTZGetReward();
  56. case CmdCode::fight_ResetChallange_RedMask: # 6821 每天重置挑战红点
  57. return self::ResetChallange_RedMask();
  58. default:
  59. Err(ErrCode::cmd_err);
  60. }
  61. }
  62. /**
  63. * 6821 每天重置挑战红点
  64. */
  65. static function ResetChallange_RedMask() {
  66. ctx()->privateState->challange_RedMask = 1;
  67. UserProc::updateUserInfo();
  68. return Resp::ok();
  69. }
  70. /**
  71. * 6819 主线挑战 -- 通关
  72. */
  73. static function MainTZPass() {
  74. list($gateId, $index, $killMonsterNum, $killBossNum) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  75. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  76. // isEditor() && $gateInfo = new Ins_GateInfo();
  77. $gateInfo = ctx()->gates->GateList->$gateId;
  78. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  79. my_Assert($gateInfo->tz_state + 1 >= $index, ErrCode::gate_GateNoUnlock); # 通关上一难度解锁当前难度
  80. $gateInfo->tz_state = $index;
  81. TaskProc::OnPassMainChallengeGate_X_Num($gateId, $index);
  82. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  83. TaskProc::OnKillleaderNumMonster($killBossNum);
  84. UserProc::updateUserInfo();
  85. return Resp::ok(array("task" => ctx()->task,));
  86. }
  87. /**
  88. * 6820 主线挑战 -- 领取奖励
  89. */
  90. static function MainTZGetReward() {
  91. list($gateId, $index) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  92. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  93. // isEditor() && $gateInfo = new Ins_GateInfo();
  94. $gateInfo = ctx()->gates->GateList->$gateId;
  95. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  96. my_Assert($gateInfo->tz_state >= $index, ErrCode::gate_GateNoUnlock); # 已解锁当前难度
  97. my_Assert(Bits::GetBitValue($gateInfo->tz_rewards, $index - 1) == false, ErrCode::gate_GatePriceHasReceive);
  98. $gateInfo->tz_rewards = Bits::SetBitValue($gateInfo->tz_rewards, $index - 1, true); # 更新领取记录
  99. $prize = "tz_reward" . $index;
  100. $mo = GameConfig::gate_getItem($gateId);
  101. StoreProc::AddMultiItemInStore($mo->$prize);
  102. UserProc::updateUserInfo();
  103. return Resp::ok();
  104. }
  105. /**
  106. * 6818 启灵解锁
  107. * @return type
  108. */
  109. public static function EvolveUnlock() {
  110. list($type, $id) = req()->paras; //$id废弃 因为玩家可能不安顺序点
  111. if ($type == 1) {
  112. $nextId = ctx()->gates->evolveMaxId_left + 1;
  113. my_Assert($id == $nextId, ErrCode::err_const_no);
  114. $mo = GameConfig::evolve_getItem($nextId);
  115. my_Assert($mo != null, ErrCode::err_const_no);
  116. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  117. my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
  118. ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
  119. ctx()->gates->evolveMaxId_left = $nextId;
  120. TaskProc::OnCompleteNumQiLing();
  121. } else {
  122. $nextId = ctx()->gates->evolveMaxId_right + 1;
  123. my_Assert($id == $nextId, ErrCode::err_const_no);
  124. $dic = GameConfig::evolve();
  125. foreach ($dic as $key => $value) {
  126. if ($value->specificEvolveId == $nextId) {
  127. $mo = $value;
  128. }
  129. }
  130. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  131. my_Assert($mo != null, ErrCode::err_const_no);
  132. if ($mo->specificEvolveCost != null) {
  133. $cost = explode(',', $mo->specificEvolveCost);
  134. $costId = $cost[0];
  135. $costNum = $cost[1];
  136. my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
  137. ctx()->store->removeItem($costId, $costNum);
  138. }
  139. ctx()->gates->evolveMaxId_right = $id;
  140. TaskProc::OnCompleteNumSpecialQiLing();
  141. }
  142. UserProc::updateUserInfo();
  143. $ret = array(
  144. 'task' => ctx()->task,
  145. 'gold' => ctx()->baseInfo->gold,
  146. 'items' => ctx()->store->items,
  147. 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
  148. 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
  149. );
  150. return Resp::ok($ret);
  151. }
  152. /**
  153. * 6807 扫荡
  154. * @return type
  155. */
  156. public static function FightSweep() {
  157. //list($gateId) = req()->paras;
  158. $passGateId = ctx()->gates->maxPassGateId();
  159. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  160. $mo = GameConfig::gate_getItem($passGateId);
  161. $gateName = $mo->gateName;
  162. $costTili = glc()->sweep_cost_tili;
  163. $curTili = ctx()->baseInfo->CurTili();
  164. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  165. if (ctx()->privateState->honourCardShop_ts == 0) {
  166. $max = glc()->sweepMaxNum;
  167. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  168. }
  169. ctx()->gates->fightSweepNum += 1;
  170. ctx()->baseInfo->Consume_tili($costTili);
  171. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  172. $count = count($wavesArr);
  173. $wavesMo = $wavesArr[$count - 1];
  174. $gold = $wavesMo->rewardGold;
  175. StoreProc::AddMultiItemInStore("1," . $gold);
  176. $oldLevel = ctx()->baseInfo->level;
  177. $exp = $wavesMo->rewardExp;
  178. StoreProc::AddMultiItemInStore("4," . $exp);
  179. $newLevel = ctx()->baseInfo->level;
  180. if ($wavesMo->rewardTuZhi != null) {
  181. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  182. $n = rand($tuzhi[0], $tuzhi[1]);
  183. $tuzhiArr = array();
  184. $item = GameConfig::item();
  185. foreach ($item as $id => $mo) {
  186. if ($mo->itemType == 100) {
  187. $tuzhiArr[] = $id;
  188. }
  189. }
  190. for ($i = 0; $i < $n; $i++) {
  191. $index = rand(0, count($tuzhiArr) - 1);
  192. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  193. $prizeArr[] = $goodsStr;
  194. StoreProc::AddMultiItemInStore($goodsStr);
  195. }
  196. }
  197. if ($wavesMo->rewardGem != null) {
  198. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  199. $str = explode(';', $goodsStr);
  200. $dic = GameConfig::gem();
  201. foreach ($str as $value) {
  202. $list = explode(',', $value);
  203. $posId = rand(1, 6);
  204. $qual = $list[0];
  205. foreach ($dic as $key => $gemMo) {
  206. if ($gemMo->qual == $qual && $gemMo->position == $posId && $gemMo->isfixed_predicateId == 0) {
  207. $gemStr = $gemMo->typeId . ',' . $list[1];
  208. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  209. //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  210. StoreProc::AddMultiItemInStore($gemStr);
  211. break;
  212. }
  213. }
  214. }
  215. }
  216. UserProc::updateUserInfo();
  217. $ret = array(
  218. 'gold' => ctx()->baseInfo->gold,
  219. 'cash' => ctx()->baseInfo->cash,
  220. 'tili' => ctx()->baseInfo->tili,
  221. 'tili_ts' => ctx()->baseInfo->tili_ts,
  222. 'xp' => ctx()->baseInfo->xp,
  223. 'maxXp' => ctx()->baseInfo->maxXp,
  224. 'level' => ctx()->baseInfo->level,
  225. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  226. //'prizeArr' => $prizeArr,
  227. 'store' => ctx()->store,
  228. 'task' => ctx()->task,
  229. 'reward' => StoreProc::$reward,
  230. 'reward_Gem' => StoreProc::$reward_Gem,
  231. 'oldLevel' => $oldLevel,
  232. 'newLevel' => $newLevel,
  233. );
  234. return Resp::ok($ret);
  235. }
  236. static function sweepRandReward($rewardStr) {
  237. $ctxArr = explode(';', $rewardStr);
  238. $numArr = explode('-', $ctxArr[0]);
  239. $num = rand($numArr[0], $numArr[1]);
  240. $rand = 0;
  241. $itemArr = explode(',', $ctxArr[1]);
  242. foreach ($itemArr as $value) {
  243. $arr = explode(':', $value);
  244. $itemId = $arr[0];
  245. $per = $arr[1];
  246. $rand += $per;
  247. }
  248. $res = "";
  249. for ($i = 0; $i < $num; $i++) {
  250. $start = 0;
  251. $end = 0;
  252. $randNum = rand(1, $rand);
  253. $id = 0;
  254. foreach ($itemArr as $str) {
  255. $arr = explode(':', $str);
  256. $itemId = $arr[0];
  257. $per = $arr[1];
  258. $end += $per;
  259. if ($randNum > $start && $randNum <= $end) {
  260. $id = $itemId;
  261. break;
  262. }
  263. $start = $end;
  264. }
  265. if ($id != 0) {
  266. $str = $id . ',1';
  267. if ($res == "") {
  268. $res = $str;
  269. } else {
  270. $res = $res . ';' . $str;
  271. }
  272. }
  273. }
  274. return $res;
  275. }
  276. /**
  277. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  278. */
  279. private static function StartFight() {
  280. list($gateId, $layerNum) = req()->paras;
  281. my_Assert($gateId > 0, ErrCode::paras_err);
  282. $mo = GameConfig::gate_getItem($gateId);
  283. my_Assert(null != $mo, ErrCode::err_const_no);
  284. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  285. // list($layerNum) = req()->paras;
  286. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  287. Err(ErrCode::tower_layerNum);
  288. }
  289. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  290. Err(ErrCode::tower_timeNo);
  291. }
  292. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  293. } else { # 主线剧情
  294. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  295. }
  296. UserProc::updateUserInfo();
  297. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  298. }
  299. public static function FightDailyClear() {
  300. //ctx()->gates->xunluo_quick_buyRecord = 0;
  301. ctx()->gates->fightSweepNum = 0;
  302. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  303. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  304. ctx()->privateState->challange_RedMask = 0;
  305. }
  306. /**
  307. * 6806 剧情回存
  308. * @return type
  309. */
  310. public static function PlotSav() {
  311. list($gateId) = req()->paras;
  312. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  313. ctx()->gates->GateList->$gateId->plotStart = 1;
  314. UserProc::updateUserInfo();
  315. $ret = array(
  316. 'ok' => 1,
  317. );
  318. return Resp::ok($ret);
  319. }
  320. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  321. /**
  322. * 6810 挑战关卡: 更新锁定技能列表
  323. */
  324. public static function TowerUpdateLockskillList() {
  325. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  326. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  327. $t->skill_zhudong = $li_zd;
  328. $t->skill_beidong = $li_bd;
  329. $t->skill_zhudong_lockState = $li_zds;
  330. $t->skill_beidong_lockState = $li_bds;
  331. UserProc::updateUserInfo();
  332. return Resp::ok();
  333. }
  334. /**
  335. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  336. */
  337. public static function TowerRefreshSkills() {
  338. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  339. if ($isFree) {
  340. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  341. Err(ErrCode::tower_refreshNo); # 免费次数不足
  342. }
  343. } else {
  344. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  345. if ($type == 1) { # 金币
  346. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  347. } else if ($type == 2) { # 元宝
  348. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  349. } else {
  350. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  351. }
  352. }
  353. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  354. $t->RefreshSkillTimes++;
  355. $t->skill_zhudong = $li_zd;
  356. $t->skill_beidong = $li_bd;
  357. $t->skill_zhudong_lockState = $li_zds;
  358. $t->skill_beidong_lockState = $li_bds;
  359. UserProc::updateUserInfo();
  360. $ret = array(
  361. 'task' => ctx()->task,
  362. );
  363. return Resp::ok($ret);
  364. }
  365. /**
  366. * 6805 战斗: 复活花费
  367. * @return type
  368. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  369. */
  370. public static function ReliveCost() {
  371. // 复活可以扣除复活币(暂无)或者元宝,(客户端看广告复活不需要跟服务器通讯)
  372. list($reliveNum) = req()->paras;
  373. $arr = explode(',', glc()->Relive_cost);
  374. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  375. $amt = $arr[$reliveNum];
  376. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  377. UserProc::updateUserInfo();
  378. return Resp::ok();
  379. }
  380. /**
  381. * 6804 挑战关卡: 奖励领取
  382. * @return type
  383. */
  384. public static function GateChallengeRewards() {
  385. list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
  386. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  387. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  388. TaskProc::OnFightNumChallengeGate();
  389. TaskProc::OnKillCommonNumMonster($killedMonster);
  390. TaskProc::OnKillleaderNumMonster($killedBoss);
  391. if ($finalLayer > $lastLayer) {
  392. foreach ($arr as $layerId => $layerMo) {
  393. if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
  394. my_Assert($layerMo != null, ErrCode::err_const_no);
  395. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  396. }
  397. }
  398. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  399. TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
  400. UserProc::updateUserInfo();
  401. $ret = array(
  402. 'store' => ctx()->store,
  403. 'gold' => ctx()->base()->gold,
  404. 'cash' => ctx()->base()->cash,
  405. 'task' => ctx()->task,
  406. );
  407. return Resp::ok($ret);
  408. } else if ($finalLayer == $lastLayer) {
  409. $ret = array(
  410. 'store' => ctx()->store,
  411. 'gold' => ctx()->base()->gold,
  412. 'cash' => ctx()->base()->cash,
  413. 'task' => ctx()->task,
  414. );
  415. return Resp::ok($ret);
  416. }
  417. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  418. }
  419. // </editor-fold>
  420. /**
  421. * 6803 关卡选择
  422. * @return type
  423. */
  424. public static function SelectGate() {
  425. list($gateId) = req()->paras;
  426. ctx()->gates->CurrentGateId = $gateId;
  427. UserProc::updateUserInfo();
  428. $ret = array(
  429. 'gates' => ctx()->gates,
  430. );
  431. return Resp::ok($ret);
  432. }
  433. /**
  434. * 6802 章节宝箱的领取
  435. * @return type
  436. */
  437. public static function PassGateTsPrizeReceive() {
  438. list($gateId, $index) = req()->paras;
  439. $gateMo = GameConfig::gate_getItem($gateId);
  440. my_Assert($gateMo != null, ErrCode::err_const_no);
  441. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  442. $gateInfo = ctx()->gates->GateList->$gateId;
  443. $tag = false;
  444. $prize = "";
  445. $mask = 0;
  446. switch ($index) {
  447. case 1:
  448. $ts = $gateMo->first_ts1 * 60;
  449. if ($gateInfo->MaxSeconds >= $ts) {
  450. $tag = true;
  451. }
  452. $mask = 1;
  453. $prize = $gateMo->first_reward1;
  454. break;
  455. case 2:
  456. $ts = $gateMo->first_ts2 * 60;
  457. if ($gateInfo->MaxSeconds >= $ts) {
  458. $tag = true;
  459. }
  460. $mask = 2;
  461. $prize = $gateMo->first_reward2;
  462. break;
  463. case 3:
  464. if ($gateInfo->pass > 0) {
  465. $tag = true;
  466. }
  467. $mask = 3;
  468. $prize = $gateMo->first_reward3;
  469. break;
  470. default:
  471. break;
  472. }
  473. if ($tag) {
  474. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  475. $gateInfo->FirstReward[] = $mask;
  476. StoreProc::AddMultiItemInStore($prize);
  477. }
  478. ctx()->gates->GateList->$gateId = $gateInfo;
  479. UserProc::updateUserInfo();
  480. $ret = array(
  481. 'gates' => ctx()->gates,
  482. 'store' => ctx()->store,
  483. 'task' => ctx()->task,
  484. 'gold' => ctx()->baseInfo->gold,
  485. 'cash' => ctx()->baseInfo->cash,
  486. 'reward' => StoreProc::$reward,
  487. 'reward_Gem' => StoreProc::$reward_Gem,
  488. );
  489. return Resp::ok($ret);
  490. }
  491. /**
  492. * [6801]关卡战斗结算
  493. * @return type
  494. */
  495. public static function Settle() {
  496. list($resultType, $gateId, $gold, $curTs, $pickups,
  497. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum,
  498. $finalLevel, $reliveNum) = req()->paras;
  499. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  500. $gateMo = GameConfig::gate_getItem($gateId);
  501. my_Assert($gateMo != null, ErrCode::err_const_no);
  502. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  503. $gateInfo = ctx()->gates->GateList->$gateId;
  504. $ts = $gateInfo->MaxSeconds;
  505. if ($curTs >= $ts) {
  506. $gateInfo->MaxSeconds = $curTs;
  507. }
  508. self::funUnlock($resultType, $gateId); //备注:这个接口的位置不能动 里面有关卡第一次胜利解锁的功能提示校验
  509. if ($resultType) { # 胜利
  510. self::skillUnlock_gate($resultType, $gateId); //备注 这个接口位置不能动
  511. if (ctx()->gates->GateList->$gateId->pass == 0) {
  512. ctx()->gates->GateList->$gateId->pass = 1;
  513. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  514. $maxGateId = ctx()->gates->maxPassGateNumId();
  515. if ($maxGateId > 0) {
  516. self::Ranking_MainGateIndex($maxGateId);
  517. self::IsAchievedMainGate_PassReward($maxGateId);
  518. }
  519. }
  520. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  521. TaskProc::OnPassGate_X_state($gateId);
  522. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  523. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  524. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  525. } else { # 不是主线关卡, 暂时没有其他逻辑
  526. }
  527. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  528. } else {
  529. ctx()->gates->GateList->$gateId->fightNum_fail += 1;
  530. self::skillUnlock_fightNum($resultType); //这个接口位置不能动
  531. }
  532. // else { # 失败
  533. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  534. // }
  535. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  536. //ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  537. //ctx()->base()->Add_Exp($exp);
  538. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  539. my_Assert(null != $waveMo, ErrCode::err_const_no);
  540. $oldLevel = ctx()->baseInfo->level;
  541. StoreProc::AddMultiItemInStore('4,' . $waveMo->rewardExp);
  542. //ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  543. $newLevel = ctx()->baseInfo->level;
  544. if ($oldLevel != $newLevel) {
  545. ctx()->privateState->oldLevel = $oldLevel;
  546. ctx()->privateState->upLevel = $newLevel;
  547. }
  548. //ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  549. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  550. $str = "1," . $gold + $waveMo->rewardGold;
  551. StoreProc::AddMultiItemInStore($str);
  552. # 图纸奖励: 数量min-max, 部位随机
  553. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  554. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  555. $tz_n = rand($tz_min, $tz_max);
  556. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  557. for ($i = 0; $i < $tz_n; $i++) {
  558. $id = 1000 + rand(1, 6);
  559. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  560. //$pickups .= ";$id,1";
  561. }
  562. }
  563. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  564. if (strlen($waveMo->rewardGem) > 0) {
  565. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  566. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  567. $gem_n = rand($gem_min, $gem_max);
  568. $arr = explode(",", $gs_props);
  569. $pool = array();
  570. $n = 0;
  571. foreach ($arr as $str) {
  572. list($qual, $props) = explode(':', $str);
  573. $pool[] = array('q' => $qual, 'p' => $props);
  574. $n += $props;
  575. }
  576. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  577. $r = rand(1, $n); # 投色子
  578. $l = 0;
  579. foreach ($pool as $item) {
  580. if ($r <= ($l + $item['p'])) {
  581. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  582. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  583. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  584. //$pickups .= ";$gemId,1";
  585. StoreProc::AddMultiItemInStore("$gemId,1");
  586. break;
  587. }
  588. $l += $item['p']; # 累计到下一段
  589. }
  590. }
  591. }
  592. ctx()->gates->GateList->$gateId->fightNum += 1;
  593. TaskProc::OnFightNumMainGate();
  594. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  595. TaskProc::OnKillleaderNumMonster($killBossNum);
  596. TaskProc::OnFightGate_X($gateId);
  597. UserProc::updateUserInfo();
  598. $ret = array(
  599. 'gates' => ctx()->gates,
  600. 'store' => ctx()->store,
  601. 'task' => ctx()->task,
  602. 'baseInfo' => ctx()->base(),
  603. 'gold' => $gold + $waveMo->rewardGold,
  604. 'exp' => $waveMo->rewardExp,
  605. //'rewardStr' => $pickups
  606. 'reward' => StoreProc::$reward,
  607. 'reward_Gem' => StoreProc::$reward_Gem,
  608. 'oldLevel' => $oldLevel,
  609. 'newLevel' => $newLevel,
  610. 'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
  611. 'skillUnlockRecord' => ctx()->privateState->skillUnlockRecord,
  612. 'heros'=> ctx()->heros,
  613. );
  614. return Resp::ok($ret);
  615. }
  616. /**
  617. * 检测功能解锁的
  618. * @param type $resultType
  619. * @param type $gateId
  620. * @return type
  621. */
  622. static function funUnlock($resultType, $gateId) {
  623. $dic = GameConfig::fun_unlock();
  624. foreach ($dic as $id => $mo) {
  625. if ($mo->unlockTip == 1 && $mo->unlockGateId == $gateId) {
  626. $tag = false;
  627. //1:参与战斗结束即可 2战斗胜利 3某场战斗参加N次数才行
  628. switch ($mo->unlockType) {
  629. case 1:
  630. if (ctx()->gates->GateList->$gateId->fightNum == 0) {
  631. $tag = true;
  632. }
  633. break;
  634. case 2:
  635. if ($resultType == true && ctx()->gates->GateList->$gateId->pass == 0) {
  636. $tag = true;
  637. }
  638. break;
  639. default:
  640. break;
  641. }
  642. if ($tag) {
  643. ctx()->privateState->funUnlockRecord[] = $id;
  644. }
  645. }
  646. }
  647. }
  648. /**
  649. * 检测技能解锁的 1 关卡解锁,游玩到一定关卡解锁技能
  650. * @param type $resultType
  651. * @param type $gateId
  652. * @return type
  653. */
  654. static function skillUnlock_gate($resultType, $gateId) {
  655. $dic = GameConfig::skills();
  656. $gateIndex = Ins_GateInfo::gateNum($gateId);
  657. foreach ($dic as $id => $mo) {
  658. if ($mo->unlock_acc_id_new == null) {
  659. continue;
  660. }
  661. $strList = explode(':', $mo->unlock_acc_id_new);
  662. $unlockType = $strList[0];
  663. $unlockId = $strList[1];
  664. if ($unlockType == 1 && $unlockId == $gateIndex && $resultType == true && ctx()->gates->GateList->$gateId->pass == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  665. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  666. }
  667. }
  668. }
  669. /**
  670. * 检测技能解锁的 2://皮肤解锁,获取到人物解锁后对应皮肤技能
  671. * @param type $resultType
  672. * @param type $gateId
  673. * @return type
  674. */
  675. static function skillUnlock_heroUnlock($heroId) {
  676. $dic = GameConfig::skills();
  677. foreach ($dic as $id => $mo) {
  678. if ($mo->unlock_acc_id_new == null) {
  679. continue;
  680. }
  681. $strList = explode(':', $mo->unlock_acc_id_new);
  682. $unlockType = $strList[0];
  683. $unlockId = $strList[1];
  684. if ($unlockType != 2) {
  685. continue;
  686. }
  687. $heroMo = GameConfig::hero_getItem($heroId);
  688. $heroTypeId = $heroMo->typeID;
  689. $isUnlock = ctx()->heros->Dic->$heroId->isUnlock;
  690. if ($unlockId == $heroTypeId && $isUnlock == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  691. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  692. }
  693. }
  694. }
  695. /**
  696. * 检测技能解锁的 3://玩家失败X次后解锁
  697. * @param type $resultType
  698. * @param type $gateId
  699. * @return type
  700. */
  701. static function skillUnlock_fightNum($resultType) {
  702. if ($resultType) {
  703. return;
  704. }
  705. $GateList = ctx()->gates->GateList;
  706. $num = 0;
  707. foreach ($GateList as $gateId => $Ins_GateInfo) {
  708. $num += $Ins_GateInfo->fightNum_fail;
  709. }
  710. $dic = GameConfig::skills();
  711. foreach ($dic as $id => $mo) {
  712. if ($mo->unlock_acc_id_new == null) {
  713. continue;
  714. }
  715. $strList = explode(':', $mo->unlock_acc_id_new);
  716. $unlockType = $strList[0];
  717. $unlockId = $strList[1];
  718. if ($unlockType != 3) {
  719. continue;
  720. }
  721. if ($num == $unlockId && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  722. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  723. }
  724. }
  725. }
  726. // <editor-fold defaultstate="collapsed" desc="排行榜">
  727. /**
  728. * 参与主线关卡排行榜
  729. * @param type $gateIndex
  730. */
  731. public static function Ranking_MainGateIndex($maxGateIndex) {
  732. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  733. $mem = gMem();
  734. $uid = req()->uid;
  735. $score = self::GetRankScoreUid($uid, 1);
  736. if ($maxGateIndex > $score) {
  737. $arr = array();
  738. $arr["$uid"] = self::createScore($maxGateIndex);
  739. $mem->zadd($memKey, $arr);
  740. }
  741. $length = $mem->zlen($memKey);
  742. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  743. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  744. $mem->zremrangebyrank($memKey, 0, $num - 1);
  745. }
  746. }
  747. public static function createScore($score) {
  748. if ($score > 0) {
  749. $newScore = $score . '.' . (9999999999 - now());
  750. return $newScore;
  751. }
  752. return 0;
  753. }
  754. /**
  755. * 战力榜
  756. * @param type $gateIndex
  757. */
  758. public static function Ranking_FightPower() {
  759. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  760. $mem = gMem();
  761. $uid = req()->uid;
  762. $score = self::GetRankScoreUid($uid, 2);
  763. $power = self::countUserFightPower();
  764. if ($power > $score) {
  765. $arr = array();
  766. $arr["$uid"] = self::createScore($power);
  767. $mem->zadd($memKey, $arr);
  768. self::IsAchievedFightPower_PassReward($power);
  769. }
  770. $length = $mem->zlen($memKey);
  771. if ($length > glc()->Rank_FightPower_OnListRank) {
  772. $num = $length - glc()->Rank_FightPower_OnListRank;
  773. $mem->zremrangebyrank($memKey, 0, $num - 1);
  774. }
  775. }
  776. public static function GetRankScoreUid($uid_rank, $type) {
  777. if ($type == 1) {
  778. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  779. } else {
  780. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  781. }
  782. if ($score == null) {
  783. $score = 0;
  784. }
  785. return intval($score);
  786. }
  787. /**
  788. * 6811 获取主线关卡排行榜信息
  789. * @return type
  790. */
  791. public static function GetRankInfo() {
  792. list($type) = req()->paras;
  793. $selfIsHasRank = 0; //本人是否上榜 0未上榜没有排名 1上榜则selfRank就是排名
  794. $selfExtraInfo = 0;
  795. $isExistFinishReward = 0;
  796. $isExistFinishReward_other = 0;
  797. if ($type == 1) {
  798. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  799. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  800. $isExistFinishReward = self::isExistNoDrawed_MainGate();
  801. $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
  802. } else {
  803. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  804. $selfExtraInfo = self::countUserFightPower();
  805. $isExistFinishReward = self::isExistNoDrawed_FightPower();
  806. $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
  807. }
  808. if ($isExistFinishReward == 1) {
  809. $isExistFinishReward = true;
  810. } else {
  811. $isExistFinishReward = false;
  812. }
  813. if ($isExistFinishReward_other == 1) {
  814. $isExistFinishReward_other = true;
  815. } else {
  816. $isExistFinishReward_other = false;
  817. }
  818. $selfRank = null;
  819. $retArr = array();
  820. if (count($list) > 0) {
  821. foreach ($list as $uid => $score) {
  822. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  823. if ($rankInfo->uid == req()->uid) {
  824. $selfIsHasRank = 1;
  825. $selfRank = $rankInfo;
  826. }
  827. $retArr[] = $rankInfo;
  828. }
  829. }
  830. if ($selfRank == null) {
  831. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  832. }
  833. UserProc::updateUserInfo();
  834. $ret = array(
  835. 'rankInfo' => $retArr,
  836. 'selfRank' => $selfRank,
  837. 'selfIsHasRank' => $selfIsHasRank,
  838. 'isExistFinishReward' => $isExistFinishReward,
  839. 'isExistFinishReward_other' => $isExistFinishReward_other,
  840. );
  841. return Resp::ok($ret);
  842. }
  843. /**
  844. * 初始化玩家rank
  845. * @param type $uid
  846. * @param type $score
  847. * @return \loyalsoft\Ins_rank
  848. */
  849. static function initOtherUidRankInfo($uid, $score, $type = null) {
  850. $ins_rank = new Ins_rank();
  851. if ($type == 1) {
  852. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  853. } else {
  854. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  855. }
  856. if ($lv == null) {
  857. $lv = 0;
  858. }
  859. $ins_rank->rank = $lv + 1;
  860. $ins_rank->uid = $uid;
  861. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  862. $ins_rank->name = $userInfo->baseInfo->name;
  863. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  864. //$ret = intval($score);
  865. // if(!$isToRank){
  866. // $ret = $score;
  867. // }
  868. $ins_rank->score = intval($score);
  869. return $ins_rank;
  870. }
  871. /**
  872. * 6812 获取排行榜内玩家的装备信息
  873. * @return type
  874. */
  875. public static function GetUidEquipInfo_Rank() {
  876. list($uid) = req()->paras;
  877. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  878. $store = $userInfo->store;
  879. $heros = $userInfo->heros;
  880. $gates = $userInfo->gates;
  881. UserProc::updateUserInfo();
  882. $ret = array(
  883. 'store' => $store,
  884. 'heros' => $heros,
  885. 'gates' => $gates,
  886. );
  887. return Resp::ok($ret);
  888. }
  889. /**
  890. * 通关奖励是否达成
  891. * @param type $maxGateIndex
  892. */
  893. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  894. $rewards = GameConfig::rank_passgatereward();
  895. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  896. foreach ($rewards as $passGateId => $mo) {
  897. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  898. $ins_rank = new Ins_rank();
  899. $ins_rank->uid = req()->uid;
  900. $ins_rank->name = ctx()->baseInfo->name;
  901. $ins_rank->headImg = ctx()->baseInfo->headImg;
  902. $ins_rank->score = $passGateId;
  903. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  904. break;
  905. }
  906. }
  907. }
  908. /*
  909. * 战力奖励是否达成
  910. */
  911. public static function IsAchievedFightPower_PassReward($power) {
  912. $rewards = GameConfig::rank_fightpowerreward();
  913. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  914. foreach ($rewards as $fightPower => $mo) {
  915. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  916. $ins_rank = new Ins_rank();
  917. $ins_rank->uid = req()->uid;
  918. $ins_rank->name = ctx()->baseInfo->name;
  919. $ins_rank->headImg = ctx()->baseInfo->headImg;
  920. $ins_rank->score = $fightPower;
  921. gMem()->hset($memKey, $fightPower, $ins_rank);
  922. }
  923. }
  924. }
  925. public static function isExistNoDrawed_MainGate() {
  926. $isExistFinishReward = 0;
  927. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  928. $dic = gMem()->hgetall($memKey);
  929. foreach ($dic as $gateId => $ins_rank) {
  930. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  931. $isExistFinishReward = 1;
  932. break;
  933. }
  934. }
  935. ctx()->privateState->redTip_RewardMainGateRank = $isExistFinishReward;
  936. return $isExistFinishReward;
  937. }
  938. public static function isExistNoDrawed_FightPower() {
  939. $isExistFinishReward = 0;
  940. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  941. $dic = gMem()->hgetall($memKey);
  942. foreach ($dic as $fightPower => $ins_rank) {
  943. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  944. $isExistFinishReward = 1;
  945. break;
  946. }
  947. }
  948. ctx()->privateState->redTip_RewardFightPowerRank = $isExistFinishReward;
  949. return $isExistFinishReward;
  950. }
  951. /**
  952. * 6813
  953. * @return type
  954. */
  955. public static function GetmainGate_RankRewardInfo() {
  956. //list($type) = req()->paras;
  957. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  958. $dic = gMem()->hgetall($memKey);
  959. if ($dic == null) {
  960. $dic = new \stdClass();
  961. }
  962. UserProc::updateUserInfo();
  963. $ret = array(
  964. 'rankReward' => $dic,
  965. );
  966. return Resp::ok($ret);
  967. }
  968. /**
  969. * 6814
  970. * @return type
  971. */
  972. public static function GetFightPower_RankRewardInfo() {
  973. //list($type) = req()->paras;
  974. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  975. $dic = gMem()->hgetall($memKey);
  976. if ($dic == null) {
  977. $dic = new \stdClass();
  978. }
  979. UserProc::updateUserInfo();
  980. $ret = array(
  981. 'rankReward' => $dic,
  982. );
  983. return Resp::ok($ret);
  984. }
  985. /**
  986. * 6815 领取通关荣誉榜奖励
  987. * @return type
  988. */
  989. public static function ReceiveRankReward_MainGate() {
  990. list($gateId) = req()->paras;
  991. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  992. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  993. my_Assert($mo != null, ErrCode::err_const_no);
  994. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  995. if (gMem()->hexists($memKey, $gateId)) {
  996. StoreProc::AddMultiItemInStore($mo->reward);
  997. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  998. TaskProc::OnRankPrize_Num();
  999. }
  1000. $tag = self::isExistNoDrawed_MainGate();
  1001. UserProc::updateUserInfo();
  1002. $ret = array('redTip' => $tag, 'task' => ctx()->task,);
  1003. return Resp::ok($ret);
  1004. }
  1005. /**
  1006. * 6816 领取战力荣誉榜奖励
  1007. * @return type
  1008. */
  1009. public static function ReceiveRankReward_FightPower() {
  1010. list($fightPower) = req()->paras;
  1011. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  1012. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  1013. my_Assert($mo != null, ErrCode::err_const_no);
  1014. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1015. if (gMem()->hexists($memKey, $fightPower)) {
  1016. StoreProc::AddMultiItemInStore($mo->reward);
  1017. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  1018. TaskProc::OnRankPrize_Num();
  1019. }
  1020. $tag = self::isExistNoDrawed_FightPower();
  1021. UserProc::updateUserInfo();
  1022. $ret = array('redTip' => $tag, 'task' => ctx()->task,);
  1023. return Resp::ok($ret);
  1024. }
  1025. /**
  1026. * 6817
  1027. */
  1028. public static function IsExistRankReward() {
  1029. //list($type) = req()->paras;
  1030. $type = 0;
  1031. $isExistFinishReward = false;
  1032. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1033. $dic = gMem()->hgetall($memKey);
  1034. foreach ($dic as $gateId => $ins_rank) {
  1035. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  1036. $isExistFinishReward = true;
  1037. $type = 1;
  1038. break;
  1039. }
  1040. }
  1041. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1042. $dic2 = gMem()->hgetall($memKey2);
  1043. foreach ($dic2 as $fightPower => $ins_rank) {
  1044. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  1045. $isExistFinishReward = true;
  1046. $type = 2;
  1047. break;
  1048. }
  1049. }
  1050. UserProc::updateUserInfo();
  1051. $ret = array(
  1052. 'isExistFinishReward' => $isExistFinishReward,
  1053. 'type' => $type,
  1054. );
  1055. return Resp::ok($ret);
  1056. }
  1057. /*
  1058. * 删除排行榜内注销账号的玩家
  1059. */
  1060. public static function DeleteRankInvalidUser($uid2) {
  1061. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  1062. foreach ($dic1 as $uid => $score) {
  1063. if ($uid == $uid2) {
  1064. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  1065. break;
  1066. }
  1067. }
  1068. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  1069. foreach ($dic2 as $uid => $score) {
  1070. if ($uid == $uid2) {
  1071. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  1072. break;
  1073. }
  1074. }
  1075. }
  1076. /*
  1077. * 排行玩家头像变动
  1078. */
  1079. public static function UpdateRankUserHeadImg($uid, $headImg) {
  1080. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1081. $dic = gMem()->hgetall($memKey1);
  1082. foreach ($dic as $gateId => $ins_rank) {
  1083. if ($ins_rank->uid == $uid) {
  1084. $ins_rank->headImg = $headImg;
  1085. gMem()->hset($memKey1, $gateId, $ins_rank);
  1086. }
  1087. }
  1088. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1089. $dic2 = gMem()->hgetall($memKey2);
  1090. foreach ($dic2 as $fightPower => $ins_rank) {
  1091. if ($ins_rank->uid == $uid) {
  1092. $ins_rank->headImg = $headImg;
  1093. gMem()->hset($memKey2, $fightPower, $ins_rank);
  1094. }
  1095. }
  1096. }
  1097. /*
  1098. * 统计战力 战斗力=攻击x(生命-伤害减免值)x(1+暴击率/100x(暴击伤害倍率-1))
  1099. */
  1100. public static function countUserFightPower() {
  1101. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  1102. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  1103. list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
  1104. $mo = GameConfig::hero_getItem($CurrentHeroId);
  1105. my_Assert($mo != null, ErrCode::err_const_no);
  1106. $heroBashAttack = $mo->attack;
  1107. $heroBashHp = $mo->hp;
  1108. $equipDic = ctx()->store->equip;
  1109. $attck = 0;
  1110. $hp = 0;
  1111. foreach ($equipDic as $index => $ins_equip) {
  1112. $Ins_Equip = new Ins_Equip($ins_equip);
  1113. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  1114. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1115. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  1116. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1117. } else {
  1118. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1119. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1120. }
  1121. }
  1122. $heroAttck = $heroBashAttack + $attck + $addAtk; # 英雄基础攻击力+装备宝石词条攻击力+启灵攻击力
  1123. $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
  1124. $pag = ctx()->store->equipPag;
  1125. $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
  1126. $per = 0;
  1127. $parasVal = 0;
  1128. $per_hp = 0;
  1129. $parasVal_hp = 0;
  1130. foreach ($equipDic as $index => $ins_equip) {
  1131. if (StlUtil::dictHasProperty($gemDic, $index)) {
  1132. $dic = $gemDic->$index;
  1133. foreach ($dic as $k => $gem) {
  1134. $ins_Gem = new Ins_Gem($gem);
  1135. if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
  1136. $per += $ins_Gem->predicateMo()->actionParam1;
  1137. } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
  1138. $parasVal += $ins_Gem->predicateMo()->actionParam1;
  1139. } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
  1140. $per_hp += $ins_Gem->predicateMo()->actionParam1;
  1141. } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
  1142. $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
  1143. }
  1144. }
  1145. }
  1146. }
  1147. if ($per != 0) {
  1148. $heroAttck = round($heroAttck + $heroAttck * $per);
  1149. }
  1150. if ($parasVal != 0) {
  1151. $heroAttck += $parasVal;
  1152. }
  1153. if ($per_hp != 0) {
  1154. $heroHp = round($heroHp + $heroHp * $per_hp);
  1155. }
  1156. if ($parasVal_hp != 0) {
  1157. $heroHp += $parasVal_hp;
  1158. }
  1159. $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
  1160. $bigHit_Val = $mo->bigHit_Val / 100;
  1161. $bigHit_rate = $mo->bigHit_rate / 100;
  1162. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  1163. return intval($val);
  1164. }
  1165. // </editor-fold>
  1166. }